<!-- script for background-->
		
		<!-- sakura shader -->
		<script id="sakura_point_vsh" type="x-shader/x_vertex">
		uniform mat4 uProjection;
		uniform mat4 uModelview;
		uniform vec3 uResolution;
		uniform vec3 uOffset;
		uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
		uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
		
		attribute vec3 aPosition;
		attribute vec3 aEuler;
		attribute vec2 aMisc; //x:size, y:fade
		
		varying vec3 pposition;
		varying float psize;
		varying float palpha;
		varying float pdist;
		
		//varying mat3 rotMat;
		varying vec3 normX;
		varying vec3 normY;
		varying vec3 normZ;
		varying vec3 normal;
		
		varying float diffuse;
		varying float specular;
		varying float rstop;
		varying float distancefade;
		
		void main(void) {
		    // Projection is based on vertical angle
		    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
		    gl_Position = uProjection * pos;
		    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
		    
		    pposition = pos.xyz;
		    psize = aMisc.x;
		    pdist = length(pos.xyz);
		    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
		    
		    vec3 elrsn = sin(aEuler);
		    vec3 elrcs = cos(aEuler);
		    mat3 rotx = mat3(
		        1.0, 0.0, 0.0,
		        0.0, elrcs.x, elrsn.x,
		        0.0, -elrsn.x, elrcs.x
		    );
		    mat3 roty = mat3(
		        elrcs.y, 0.0, -elrsn.y,
		        0.0, 1.0, 0.0,
		        elrsn.y, 0.0, elrcs.y
		    );
		    mat3 rotz = mat3(
		        elrcs.z, elrsn.z, 0.0, 
		        -elrsn.z, elrcs.z, 0.0,
		        0.0, 0.0, 1.0
		    );
		    mat3 rotmat = rotx * roty * rotz;
		    normal = rotmat[2];
		    
		    mat3 trrotm = mat3(
		        rotmat[0][0], rotmat[1][0], rotmat[2][0],
		        rotmat[0][1], rotmat[1][1], rotmat[2][1],
		        rotmat[0][2], rotmat[1][2], rotmat[2][2]
		    );
		    normX = trrotm[0];
		    normY = trrotm[1];
		    normZ = trrotm[2];
		    
		    const vec3 lit = vec3(0.917144638660746, 0.6917144638660746, -0.20751433915982237);
		    
		    float tmpdfs = dot(lit, normal);
		    if(tmpdfs < 0.0) {
		        normal = -normal;
		        tmpdfs = dot(lit, normal);
		    }
		    diffuse = 0.4 + tmpdfs;
		    
		    vec3 eyev = normalize(-pos.xyz);
		    if(dot(eyev, normal) > 0.0) {
		        vec3 hv = normalize(eyev + lit);
		        specular = pow(max(dot(hv, normal), 0.0), 20.0);
		    }
		    else {
		        specular = 0.0;
		    }
		    
		    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
		    rstop = pow(rstop, 0.5);
		    //-0.69315 = ln(0.5)
		    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
		}
		</script>
		<script id="sakura_point_fsh" type="x-shader/x_fragment">
		#ifdef GL_ES
		//precision mediump float;
		precision highp float;
		#endif
		
		uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
		uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
		
		const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
		
		varying vec3 pposition;
		varying float psize;
		varying float palpha;
		varying float pdist;
		
		//varying mat3 rotMat;
		varying vec3 normX;
		varying vec3 normY;
		varying vec3 normZ;
		varying vec3 normal;
		
		varying float diffuse;
		varying float specular;
		varying float rstop;
		varying float distancefade;
		
		float ellipse(vec2 p, vec2 o, vec2 r) {
		    vec2 lp = (p - o) / r;
		    return length(lp) - 1.0;
		}
		
		void main(void) {
		    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
		    vec3 d = vec3(0.0, 0.0, -1.0);
		    float nd = normZ.z; //dot(-normZ, d);
		    if(abs(nd) < 0.0001) discard;
		    
		    float np = dot(normZ, p);
		    vec3 tp = p + d * np / nd;
		    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
		    
		    //angle = 15 degree
		    const float flwrsn = 0.258819045102521;
		    const float flwrcs = 0.965925826289068;
		    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
		    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
		    
		    float r;
		    if(flwrp.x < 0.0) {
		        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
		    }
		    else {
		        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
		    }
		    
		    if(r > rstop) discard;
		    
		    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
		    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
		    col *= vec3(1.0, grady, grady);
		    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
		    col = col * diffuse + specular;
		    
		    col = mix(fadeCol, col, distancefade);
		    
		    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
		    alpha = smoothstep(0.0, 1.0, alpha) * palpha;
		    
		    gl_FragColor = vec4(col * 0.5, alpha);
		}
		</script>
		<!-- effects -->
		<script id="fx_common_vsh" type="x-shader/x_vertex">
		uniform vec3 uResolution;
		attribute vec2 aPosition;
		
		varying vec2 texCoord;
		varying vec2 screenCoord;
		
		void main(void) {
		    gl_Position = vec4(aPosition, 0.0, 1.0);
		    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
		    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
		}
		</script>
		<script id="bg_fsh" type="x-shader/x_fragment">
		#ifdef GL_ES
		//precision mediump float;
		precision highp float;
		#endif
		
		uniform vec2 uTimes;
		
		varying vec2 texCoord;
		varying vec2 screenCoord;
		
		void main(void) {
		    vec3 col;
		    float c;
		    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
		    c = exp(-pow(length(tmpv) * 1.8, 2.0));
		    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
		    gl_FragColor = vec4(col * 0.5, 1.0);
		}
		</script>
		<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
		#ifdef GL_ES
		//precision mediump float;
		precision highp float;
		#endif
		uniform sampler2D uSrc;
		uniform vec2 uDelta;
		
		varying vec2 texCoord;
		varying vec2 screenCoord;
		
		void main(void) {
		    vec4 col = texture2D(uSrc, texCoord);
		    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
		}
		</script>
		<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
		#ifdef GL_ES
		//precision mediump float;
		precision highp float;
		#endif
		uniform sampler2D uSrc;
		uniform vec2 uDelta;
		uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
		
		varying vec2 texCoord;
		varying vec2 screenCoord;
		
		void main(void) {
		    vec4 col = texture2D(uSrc, texCoord);
		    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
		    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
		    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
		    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
		    gl_FragColor = col / 5.0;
		}
		</script>
		<!-- effect fragment shader template -->
		<script id="fx_common_fsh" type="x-shader/x_fragment">
		#ifdef GL_ES
		//precision mediump float;
		precision highp float;
		#endif
		uniform sampler2D uSrc;
		uniform vec2 uDelta;
		
		varying vec2 texCoord;
		varying vec2 screenCoord;
		
		void main(void) {
		    gl_FragColor = texture2D(uSrc, texCoord);
		}
		</script>
		<!-- post processing -->
		<script id="pp_final_vsh" type="x-shader/x_vertex">
		uniform vec3 uResolution;
		attribute vec2 aPosition;
		varying vec2 texCoord;
		varying vec2 screenCoord;
		void main(void) {
		    gl_Position = vec4(aPosition, 0.0, 1.0);
		    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
		    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
		}
		</script>
		<script id="pp_final_fsh" type="x-shader/x_fragment">
		#ifdef GL_ES
		//precision mediump float;
		precision highp float;
		#endif
		uniform sampler2D uSrc;
		uniform sampler2D uBloom;
		uniform vec2 uDelta;
		varying vec2 texCoord;
		varying vec2 screenCoord;
		void main(void) {
		    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
		    vec4 bloomcol = texture2D(uBloom, texCoord);
		    vec4 col;
		    col = srccol + bloomcol * (vec4(1.0) + srccol);
		    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
		    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
		    
		    gl_FragColor = vec4(col.rgb, 1.0);
		    gl_FragColor.a = 1.0;
		}
		</script>